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that's what happens when you assume any consistency between mods and vanilla i suppose. thanks for the tip <3
it might work now (in testing at least it does for that saxophone recipe and similar ones)
[19:01:44.919] [Warn] /recipes/starbound/instruments/tool/saxophone.recipe
[19:01:44.919] [Warn] {"groups":["sb_craftingtable","sb_instruments","all"],"output":"saxophone","duration":0,"input":[["copperbar",2]]}
[19:01:44.919] [Warn] skipping. (this recipe will not appear in the recipe browser. if you notice this and think it should, tell me on steam which mod caused this issue.)
several thousand lines of this type of error in the log
@DeMadScribe: StarExtensions support is probably possible, but i'll have to figure out some implementation details first
[18:00:07.521] [Info] Running postLoad scripts ["/osb_postload/rb_Autopatch_postload.lua"]
[18:00:07.524] [Error] Exception while running postLoad scripts from asset source 'C:\Program Files (x86)\Steam\steamapps\workshop\content\211820\2018183533\contents.pak': (LuaException) Error code 2, [string "/osb_postload/rb_Autopatch_postload.lua"]:43: table index is nil
stack traceback:
[C]: in metamethod '__newindex'
[string "/osb_postload/rb_Autopatch_postload.lua"]:43: in main chunk
Hope this helps troubleshoot! I don't see any new recipes from other mods showing up because of this error.
1. is it a persistent slowdown or more of a lagspike?
2. does it happen when the interface is closed? (for all i know it shouldn't, there is nothing in the mod that actively does anything unless the interface is opened)
3. does it happen when opening the inventory as well?
4. do you have other mods installed that interact with containers somehow? (the interface for this mod is using the same basic system that boxes or the inventory use to display items, just with different interactions on clicking them. i guess if another mod tried to interact with slots in the interface expecting them to work like normal itemslots it could cause issues? but that would probably be very hard to fix)
Also, I'm creating my own C# patch generator that should be decently robust and able to handle both workshop and non-workshop mods, plus some sanity checks and the like, and it'd be easier than trying to reverse engineer your python and existing patches to figure out how they work.
Also, there is no crash log for the patcher, the closest thing would be to run it from an already open terminal (so it doesn't close automatically) and just look at the output
I uploaded a new version of the patcher that should at least remove the left-over data when it fails to create the patch
Here is what i get when i try to open the game after the patcher: Hope this helps. [pasteboard.co]
@tsalkenov: if you still have that bug with the new version, could you send me your log file from right after it happened? (Starbound/storage/starbound.log)
For those who need a solution:
1) Download "The New Easy Script" from here https://steamcommunity.com/sharedfiles/filedetails/?id=942157446 and unpack your .player file
2) Remove "RB_localstorage" block from JSON file
3) Pack edited JSON to .player file with same script
Thats all!
Would you care to give me a hint, what does data block that needs to be erased look like? I think I can handle if I have your clue